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RhinoW

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Everything posted by RhinoW

  1. No armor, night vision goggles, maxed out skills and prayers that the game doesn't provide a sleeper with 20 points into perception
  2. I need some air after that one hahahahah
  3. @madmole Any plans for fixing the jittery ADS of weapons? For example the ak goes forward and back with a red dot sight installed.
  4. Because they're not holding weapons and carrying a bunch of stuff bobby. And oh, game design.
  5. Will the revenant shoot with missiles and play the trumpet?
  6. Though 7 days to die is pretty immersive, sometimes the miscellaneous blocks are so characteristic and well placed, that i forget it's block based. Indeed Fallout 4's building system is an absolute beauty (I spent most of my time preparing realistic settlements for raids :D), the problem is that it lacks destruction or AI interaction with what you have built. But to be honest 7 days to die just needs more characteristic and big decoration blocks to make certain PoIs much better (it's a hassle having like 5 metal poles just to make a door frame and not allow players to place a block there for example). One thing that would help is more crouchable areas (half life peeking in the corner) with actual hollow blocks specific for that. Just a thought. Still 7 days to die currently gets the visuals job done very well.
  7. I'm waiting for zombies to be able to climb ledges (some jump and grab onto the ledge even higher).
  8. My bad i meant to say "If you think nerpoling is more fun than*"
  9. It doesn't affect me, in fact i never said anything about nerdpoling in the first place (besides mentioning it) until the dude replied to you, it can stay for all i care. The thing is that he was defending nerdpoling by saying actually exploring a major part of the game isn't fun. Again, I don't care about nerdpoling and obviously building would be tedious. I don't do it either. Nerdpoling is a cheesy strat, like blocking entrances with a single block (when they break a door down) but being able to hit them safely, spam repairing something with a nailgun, get on the roof of a PoI and wait out the blood moon. Again, I'm not defending the removal of nerd poling or the usage of it, i'm just saying that his argument was pretty delusional and quite disrespectful towards the work that has been done trying to get to make the PoI's interesting.
  10. That's a pretty bull@%$*#! and flawed point of view. I can counter-argument by saying, what's the point of detailed PoI's anyway? What's the point of level design? What's the point of weapons? What's the point of even fighting? Just get some wood, nerdpole, collect stuff like a freaking squirrel, stuff em, and drive around the bloodmoon or hide from it at the top of a building you nerdpolled to... That defeats the purpose of most of the work put into this game. And what's the fun in nerdpolling again? If you have more fun nerdpolling than stealthing, killing, destroying and looting your way through a PoI, then you must check your standards. Oh and you talk with stupid hyperboles like going through a PoI is a massive burden (which isn't) that takes the whole fun out of the game and drives your linearity detector into overdrive...the hell?
  11. That's why i stated "normal" doors
  12. Keep in mind most of the PoIs have easily breakable wooden walls. You would also be sacrificing lockpicks to JUST get through 1 door. About the pvp part, i'm talking about the non-craftable doors, and if that's still a problem, land claim blocks are a thing. EDIT: Oh and there's no anti-nerdpolling in the game.
  13. Hey when are doors going to be lockpickable? It might be a bit strong but atleast "normal" doors should be lockpickable.
  14. Will you be remaking models though? The marksman rifle, smg and even ak-47 look outdated as hell (and some of the sounds aswell).
  15. @madmole Some questions if some quality of life changes are being worked on: - Option to change toggling/holding ADS? (I know they are both implemented, but the response for the holding ADS is super slow compared to any other shooter) - Buyable/Craftable in-game lights for the players to use (some were removed since A16 for some reason, and i keep getting teased by the construction lights in PoIs)? - New honk sounds for the motorcycle and truck? - Actually shifting sounds for the vehicles instead of the boring loop one? (You have the gear shift sound when you start moving after being still, then it goes into a monotone loop) - Make burst fire actual burst fire? Right now it's just better to spam tap shoot with burst fire weapons, i thought burst fire was supposed to be a really fast burst but with a lower fire rate per burst.
  16. Right now, there is no point (and i'm sure it doesn't end here, i just need confirmation from the devs if they dont mind), but take a look at the famas from CS 1.6 (not CSGO). Auto firing meant you had to control the spray and trying to burst with auto was not as accurate as if you were to actually use the burst-fire mode. I actually think the burst-fire shot faster between rounds, though i'm not sure. True burst-fire gives you a short controlled burst of damage that you can't get when auto-firing (or shouldn't for gameplay purposes) with insane per bullet fire rate, but not per burst. Right now, the burst fire weapons simple act as an automatic weapon with a fire rate lock on the 3rd shot, and it feels super artificial and useless. As for semi-auto, it should probably increase the damage per shot, or have some sort of critical hit chance. But i don't mind using it on the pistol...it's extra damage until i get rad remover =P
  17. @madmole Some questions if some quality of life changes are being worked on: - Option to change toggling/holding ADS? (I know they are both implemented, but the response for the holding ADS is super slow compared to any other shooter) - Buyable/Craftable in-game lights for the players to use (some were removed since A16 for some reason, and i keep getting teased by the construction lights in PoIs)? - New honk sounds for the motorcycle and truck? - Actually shifting sounds for the vehicles instead of the boring loop one? (You have the gear shift sound when you start moving after being still, then it goes into a monotone loop) - Make burst fire actual burst fire? Right now it's just better to spam tap shoot with burst fire weapons, i thought burst fire was supposed to be a really fast burst but with a lower fire rate per burst.
  18. Criticizing is not something inherently detrimental, i know what i said. You can criticize something while saying positive things as well. I guess the values taught during the Renaissance and by Greeks long before that have gotten lost with the "Either with me or against me" mentality (not directing this at you btw).
  19. I have written 2 documents with 6000+ words each, drawn a bunch of concept art (some that i havent posted) of possible zombies, reported bugs, written a controversial review, discussed feedback and keep track of this game totally because I am entitled and think the game is @%$*#! and i don't want it to improve right? I want to see this game KILL triple AAA games and become the standard for the "zombie survival" genre, because until now, all of them have been the same boring bull@%$*#!. Unfortunately, what this game does well, sometimes doesn't cover up the fact that polish, decent combat mechanics, animations, sound design and particles are lacking. And me, just like the developers and most here, want to see this thing finished and kick every other game's @%$*#!. Sure if you compare it to previous alphas it has gotten better in a lot of these aspects (especially particles and animations), and that's improvement. But you can't say the game is perfect as is and call feedback entitled demands. You have a lot of whiners on the forums, but those rarely get their voice recognized (fortunately) and remain in their basement. We are all here, taking time, most of us writing well thought stuff down, because we want this train to keep going forward and not fail like many other early access projects. They've gotten the money already, but I think it's in everyone's hearts not see this game's potential go to waste. Also, it's better to criticize something than blindly say amen to everything. It's good to think on your own and make your own judgement, I'm a learning game developer myself, and this kind of @%$*#! is healthy for both people (we're both sharing points of view and learning, also making the brain work by making counter-arguments).
  20. I never theory craft... I have tried it, you would know that if you read my previous replies. I'm talking based on my experience, i have already tried all the builds and i play with 2 others friends that also share their feedback. I always go main tree + subtree, and the brawler perk and fist weapons in general are not as good as they COULD be. And again, i never said they weren't fun, because i myself had fun the first few hours, but that was it.
  21. Let's not forget the fortitude tree is based on being resilient, taking hits, which you usually take when fighting with melee. So I find the fact that it has machine gunner rather irrelevant (they are overpowered even without the perk at max rank aswell), so it would actually make sense that you would get at least an interesting melee weapon. Since all of the perk trees have ranged + melee, it makes little sense to not put the same amount of effort in the fortitude tree when it comes to those 2 weapon types (both should be equally important). Well sure you can say it counter-balances it, but then what's the point of having the brawler perk? A perk tree is not supposed to have something useless and then say "but the other perk fixes the balance issue because instead of using that, you can use this, that's better". Once again, my issue is the fact that fist weapons are almost rendered useless, unless your REALLY TRY to make it work (i've already wrote this like 4 times and provided suggestions).
  22. But that's an issue right there, relying on buffs. They should be an extra, not the necessary to make something work.
  23. Entire book, tier 3 knuckles + a buff. Well, I would be severely scared if THAT didn't work.
  24. Exactly, but what I want from the weapon is not necessarily big damage or a super viable option. I want it to be mechanically fun and atleast have some sort of purpose. The knife, which was my example, is much more fun than the knuckles because they are not unique enough other than their visuals. Being the weakest also doesn't mean it can't be "strong" on it's own, I honestly couldn't care less about how it compares to other weapons as long as it gets A CERTAIN JOB right. My problem with the weapon is that on it's own, it's underwhelming and serves little to no purpose other than "trying something new", it could be so much more, and still be called "weak" compared to other weapons, it will always be weaker than anything else, even in real life, but that's not a problem.
  25. Sorry but that's flawed logic when it comes to the knuckles. By saying "they come with the fortitude package" you're almost saying that they are a little extra for getting the entire fortitude tree, which let me tell you, is not as good of a tree as one might think for what it offers. The idea should be "the fortitude tree comes with the brawler", not the other way around, otherwise the knuckles are just a placebo that you CAN get. Nearly every weapon feels solid, perkless or not, besides the spear and knuckles. And even without comparing them to the rest you have to compare them somehow, like what do they excel in, that other weapons don't as well? Do they need to excel in something? No. But do they need an incentive for their usage? Of course, and right now, there's none, besides "oh it's different, let me force myself to make this work just because i wanna use the weapon". It should come off naturally. The changes needed to make them better aren't extravagant either... Knuckles: - Increase the punch speed and/or lessen the time between punches - Significantly reduce stamina cost - Reduce damage? But increase the knockout chance even without power attacks. - Give it a weakness effect after 5-10 hits on a body part? Spear: - Innate 50% armor piercing or ignores armor on throw (don't know if it's currently the case) - Faster throwing speed and damage which leads to having that piercing feel when throwing a goddamn spear to impale a zombie. - Better poke range (perception users should NOT engange in melee combat, so this should help keep the distance in case they get swarmed...or just don't and let them get punished by bad decision-making). Boom, now you have a weapon that's good for 1v1, stamina-efficient, crowd-controling weapon for long fights. And a cheap VIP target slayer (that goes well with the whole rifle and perception tree, that's literally about killing VIP targets).
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